Release 55:This update has been a polishing update, with a new feature aswell:Oil ocean mutator: you can now set oil level, if near the vapour level ofthe oil, enflamed things will spread fire on the oil. The rate is settableby cvar, currently set to a global max of 10 spreads per second, a per-entitythink interval of 2 seconds, and a 30 percent chance of deciding to spreadper think interval (0.1, 2, 0.3);

Bugfixes for mines: A bug that has been in xonotic for along time (sinceit had mines) has been defeated. The bug was that if a mine was following(ie attached to a vehicle or mover etc) something and that something dissappearedthe mine would then unfollow it and just stay static. Now for map movers ofPost too long. Click here to view the full text.

>ends just when switching to a telescopic rifle in a large, open, microgravity area

What the fuck, I wanted to see someone try to defend themselves with a long range weapon while helplessly drifting outside the battlezone. Imagine being in the station in a firefight, then someone turns to pink mist because they stood too close to a window. I'm sure the map doesn't work like that, but whatever

117zzzm12 Dec 2018 08:49 major feature: More spells, including MagmaSphere, More areas added to DarkHold (which is now at version 20), An additional buildable building. Spells and creatures can now be spawned from destroyed chests/furnishings/barrels/buildings/monsters. Chests/furnishings/etc can also cast a spell on search/put/take. Presets: easy one button press setup for various game modes and quest modes. Various other fixes and improvements.

117zzzo Settings to randomly distribute chests, large chests, and barrels in a level have been added. Such can be trapped aswell. Additional furnishing+monster settings have been added to make them trapped (trapped items have arrows/others fired from afar at the person tripping the trap, which is different from spells being cast from the item). Additional presets. Potions now sometimes heal misc injuries (but not all the time) based on their type. Large potions will restore full amount if normal amount is less than full.

Are there any libre Worms clones? The youtube video embedded in this post is a clone called "Wormux" (Later renamed to Warmux), but the project site doesn't seem to still exist anymore, so I have to assume it's dead.

I used to play it a lot, won around a dozen times, then got burnt out on it. The combat and god systems are one of the best I have ever played in any game, let alone roguelikes. The bad thing about it are the devs (Named "Devil's Team" on /rlg/) keep removing stuff from the game to keep it streamlined. It also lacks ambiance. There's barely any lore.

What we need is something new. Something similar do daggerfall or morrowind excluding some of the more retarded mechanics Something that can be autistic enough for /tech/ and the like to get behind, but plebeian enough for normal fags to wan to stream on twitch and shit. Something that offers countless hours of unique probably randomly generated content.

Look at minecraft, it's autistic enough for people to basically build a working computer out of redstone, but basic enough that pewdiepie can throw rocks at a zombie and scream like an idiot.

It was the same with morrowind, you COULD get super into alchemy and enchanting and stuff… or you could just slap mudcrabs with a stick.

Well that's where the AGPL comes in. You could have full GPL server & client code but it doesn't matter because you will never see the server code anyway. Projects with AGPL server code would be fully libre multiplayer games in the truest sense because you will understand the software you are using even on the server side. The "software as a service" debate is a tricky area and often comes down to individual circumstance and specific scenarios.

The devs behind PlaneShift are shifting development to a fork based on Unreal Engine 4. Things are moving at a glacial pace since it seems only one person is working on the necessary code, but it's happening.

Once this goes through, Atomic Blue won't be able to use the GPL license like they do with the current engine (Crystal Space) because UE4 has an EULA that makes its code nonfree.

From a dev:

>I would love to have a fully libre engine, but seems these days it's not possible as there is no valid alternative. We could develop it ourselves continuing to expand Crystal Space, but bringing forward two projects can slow down our progress a lot. At the end we are making this project for the enjoyment of the players and we should keep this objective in mind when making any choice.